Physical activity-promoting game utilizing networked modules

ABSTRACT

A system and method are provided for a physically active game whose underlying purpose is to increase the level of physical activity in adolescents, and to have the game and associated activity be enjoyable and engaging such that physical activity becomes engrained as a habit that counters obesity. The game system includes a set of networked game modules that players touch in a sequence as prescribed by a game logic The correct module to touch next in the sequence is indicated by a notifier, such as a light turning on or an audible signal emitting from the module. Sensors on the modules transmit a signal to a controller which activates transmission of the next module in the sequence to activate a notifier element. Game data may be used to compute a score and be applied to game statistics. Data from the game may be transmitted to a remote server for storage, transformation into comparative data, and displayed on a web page.

CROSS-REFERENCE TO RELATED APPLICATION

The application claims priority to U.S. Provisional Application No.61/032,848 of Tranum et al., entitled “iBlob: A physicalactivity-promoting game”, as filed on Feb. 29, 2008.

BACKGROUND OF THE INVENTION

Childhood obesity is on the rise both within the United States andthroughout the world. This condition poses a serious problem not onlyfor the affected children, but for the burden on public health and thehealthcare system at large. Obesity is associated with manyco-morbidities, including vascular diseases such as hypertension andheart disease, chronic inflammation, depression, and metabolic diseases,such as glucose intolerance, insulin resistance, as well as full blowntype 2 diabetes.

In addition to extensive documentation of the association betweenchildhood obesity and poor health outcomes, a number of studies documentthe positive effects that physical activity has in reducing the risk ofpoor health outcomes associated with obesity, including reductions inthe development of diabetes and heart disease. Physical activity alsohelps control weight, promotes psychological well-being, and reduces therisk of premature death. The Centers for Disease Control and Prevention(CDC) recommends that young people engage in at least one hour ofmoderate to vigorous physical activity each day to maintain good health.

While the positive effects of regular physical activity are welldocumented, motivation to maintain adequate levels of activity over thelong term is often lacking. Many young people engage in sedentarybehaviors for recreation (e.g., watching television or videos, listeningto music, surfing the Internet) to the exclusion of physically activerecreation activities, and do not meet the CDC recommendations forphysical activity. Research has found that physical activity ratesdecline with age among young people, with overall levels of physicalactivity typically beginning to decrease when children are of middleschool age.

It is recognized that fun, engaging games and game-related products thatrequire physical activity can be a way to increase physical activityamong young people. To succeed in increasing physical activity, gamesneed to appeal to the target population and to fit easily within theexisting social, educational, and cultural environment.

Accordingly, there is a need in the commercial and healthcare productmarkets for so-called “smart games” that can counter the growingtendency toward sedentary behaviors by being directed toward thespecific goal of increasing the overall level of physical activity ofthose who play the game. To succeed in this goal, products need to beeasy to use, and have a quick appeal that can also be sustained over thelong term. It is further desirable that such products are safe andrequire minimal adult supervision. Most of all, it is desirable thatobesity-countering smart games be effective at their fundamental goal,which is to increase levels of physical activity, and to more generallycreate an association between physical activity and having fun.

INCORPORATION BY REFERENCE

All publications and patent applications mentioned in this specificationare herein incorporated by reference in their entirety to the sameextent as if each individual publication or patent application wasspecifically and individually indicated to be incorporated by reference.

SUMMARY OF THE INVENTION

The invention provides a system and a method of operating the system inthe form of a physically-active game. Embodiments of the game systeminclude a set of networked game modules including a hub module and oneor more client modules, the hub module and each client module are inmutual communication; each module includes one or more next-in-sequencenotifiers and one or more touch sensors configured to emit a signal inresponse to a touch. The system also includes a programmable controllerthat is configured to: (a) control progression of the game through asequential series of the networked game modules, from a preceding moduleto a next module, according to a game logic, (b) receive input from theone or more touch sensors, and (c) activate the next-in-sequencenotifier of the next module when sensor input from the preceding moduleis received, in accordance with the sequential series. Typicalembodiments of the system are networked wirelessly, but some embodimentsmay include wired connectivity between the modules and the controller,and other components that may be included in the system.

The next-in-sequence notifier element may include one or more lightsthat are visible to game players when the one or more lights areswitched on; it may include one or sound emitters capable of emitting asound audible to game players; or it may include an image projector thatis capable of projecting an image on a surface. Lights may be configuredas single elements in a module, or there may be a cluster of lights, andif there is a plurality of lights, one or more light may be activated,or all lights, or any subset of lights may be activated in unison, or inany sequence as a form of notification. Similarly, sound emitters may besingular on a module, or there may be a plurality, and they may take theform of any conventional sound emitter, such as a buzzer, or a bell, byway of example.

Embodiments of the one or more touch sensors include any one or more ofa capacitance touch switch, resistance touch switch, an infraredsensitive switch, a surface acoustic wave sensitive switch, or a piezoelectric effect sensitive switch. In some embodiments of the system, thecontroller is configured to feed touch sensor input back into the game,as will be summarized below in the context of methods by which the gameis played. In some embodiments, the controller is configured todistinguish or identify different touch attributes, for example, thesystem may distinguish a single-tap touch from a double- or atriple-tap. This capacity is also applicable to the execution ofparticular forms of game logic, as for example the “Text Course” gameexample provided below.

Some embodiments of the system include an audio speaker on at least oneof the game modules, an audio output from the speaker configured to becontrollable by the controller in a manner according to the game logic.In some embodiments, a speaker is included within the hub module, but aspeaker may be included on any module, or it may be a stand alonecomponent within the system and in communication with the controller.The one or more speakers within a game set may be configured to receiveoutput from a digital music player, or through an internet connection,or from any form of musical file delivery.

Some embodiments of the system include a digital music player configuredto be controllable by the controller in a manner according to the gamelogic; the digital music player may be in communication with an audiospeaker. In some embodiments, the digital music player and the speakerare included in the hub module; in other embodiments, the digital musicplayer may be integrated into a computer within the system, or it may bea stand alone component within the system and in communication with thecontroller.

Some embodiments of the system include an image projector on at leastone of the game modules, the controller of the system being configuredto control an image output from the projector in a manner according tothe game logic. In some embodiments of the system, the image projectoris included in the hub module, but it may be included on any module, andit further may be included as a stand alone component within the systemthat is in communication with the controller.

Some embodiments of the system include a connection to the internet. Insuch embodiments, the controller may be configured to receive inputthrough the internet connection that relates to executing the gamelogic. The controller may also be configured to transmit data relatingto the game from the system through the internet connection to a remoteserver, from where it may be broadcast on a website.

Some embodiments of the system include a sequence generator programoperable by the controller; the sequence generator being adapted todetermine the sequence of modules to be activated in a game. It may beadvantageous for the game that the sequence of activating the modules isnot predictable. A sequence generator program may include a large numberof sequences from which it selects, or it may generate a random sequencefor each round of a game.

Some embodiments of the system include a timer adapted to record elapsedtime between receipt of touch sensor input from sequential modules inthe series. Such time-related data may be a type of feedback, assummarized below in the method.

Embodiments of the invention also provide methods of playing aphysically-active game with a system as summarized above. The methodincludes activating a notifier element disposed in a game module of aset of networked game modules, such activation providing notice that themodule hosting the notifier element is a correct module to touch in asequential series of game modules to be touched according to a gamelogic. The game method continues with sensing a touch made on themodule, transmitting a signal in response to sensing the touch from themodule to a controller, and incorporating the signal as feedback intoplaying the game; such feedback being summarized below.

In some embodiments of the method, the sequential series of modules mayinclude any module more than once. Typical embodiments of the methodinclude a player or players progressing through a series of modules bytouching them, and moving on to the next correct module as indicated bya notifier, as summarized below. Typically, all modules are included inthe sequence, but this is not necessarily so; every module does not needto be included in every game sequence. As there are relatively fewmodules in a game, any module may be included or activated multipletimes within a game sequential series. Also, a sequence may includeinternally repetitious sequences. For example, a sequence may includereturning to hub module before proceeding to the next client module, thehub being used as a “home base” that needs to be tagged.

In some embodiments of the method, incorporating feedback includesactivating the notifier element of another game module that is next inthe sequential series of game modules to touch. Activating the notifierelement may include any of emitting a sound from an audio element,emitting light from a lighting element, or projecting an image from animage projector, or any combinations, such as notifying with light andwith sound simultaneously. The audio element may include any form ofbuzzer or bell, or any conventional sound emitter, or it may alsoinclude an audio speaker included in the system, as summarized above.Sounds emitted by a speaker as a notifying indicator, in addition tobeing simple, such as a buzz or ring, can also be complex or musical,such as ring tones. The use of sound as a notifier can provide optionsto the game, such as the modules being placed out of plain sight butstill able to attract the attention of a player seeking it as a nextmodule to touch. The use of sound and light as notifiers can alsoprovide greater flexibility in the game such that it can beappropriately modified for players that are either visually impaired orhearing impaired. In some embodiments, incorporating feedback includesrecording elapsed time between touch sensor signals transmitted bysequential modules within the series.

In typical embodiments of the method, the switching on of a light (anexemplary notifier) in a module to indicate that it is the next modulein the touching sequence occurs only after the touching the immediatelypreceding module of the sequence of modules, and there may be a shortlag, for example one second. In some embodiments of the method there maybe no lag after the touching of a preceding module before the notifieris activated on the next module. In this example, the notifierindicating the next module to touch is activated by the controllerimmediately as it receives the signal from the touch sensor of thepreceding module. And in other embodiments, the next module to touch maybe anticipatory, being activated even before the immediately precedingmodule is touched. Indicating the second next module to touch in ananticipatory manner can serve the purpose of heightening tension orexcitement in the game, and may be useful to skilled players in theirapproach to the preceding module such that they are optimally positionedto move to the next-next module. In still other embodiments, arelatively long lag (longer than 1 second, for example) may be includedin the progression, which can create a degree of uncertainty or suspenseinto the game. Such a lag is also an example of how the controller canvary the pace or the rate of the game, as summarized below. A longer lagcan slow the pace of the game, and may be helpful to accommodate playerswho are physically slow or who tire easily.

In some embodiments of the game the notifying signal (for example, lightor sound) may serve purposes other than strictly notification. Forexample, a notifier can provide a special effect, as in the “Bomb Squad”game example provided below. In the example, the notifier sound is likethat of a ticking bomb, as in the countless cartoon renditions of aticking bomb. The notifier may also incorporate feedback for specialeffect. Continuing with the “Bomb Squad” game example, the rate orloudness of ticking can vary; if a player is playing the game slowly,for example, the ticking can intensify. If the game is being playedquickly, the shorter elapsed time between module touches can keep theticking at a lower level of intensity.

In some embodiments of the method include identifying each module of theset of networked game modules to the controller such that a signaltransmitted by a transmitting module is identifiable as havingoriginated from the transmitting module. Such an identifying protocolmay be made by the touch-generated signal emanating from a module havinga characteristic signature attribute.

In related aspects of the method, Bluetooth technology by which themodules may be networked can be used to locate modules once they aredistributed. For example, if a module becomes lost during game play, asignal may be sent to the “lost” module to emit a locating sound.Communication between a computer or a hub module and client modules mayalso be enabled by radiofrequency communication using the remote keylessentry or ignition technology.

Some embodiments of the method of playing a game are configured forsingle-player play; other embodiments are configured for multiple-playerplay. Typically, if a single player is playing, he may be playingagainst himself, that is against the time or score of his previousperformances. When multiple players are playing, they may be in directcompetition with each other, either in terms of winning in an ordered“first, second, or third” sense, or in terms of time or score. Even whenmultiple players are playing, however, individual players may also beplaying against their previous performances.

Some embodiments of the method include multiple players playingsimultaneously. Games of this embodiment are benefited by the systembeing able to identify or distinguish players. One example of anapproach to establishing individual recognition is for players to beassigned different touch styles, as for example a single-tap or adouble-tap, or a triple-tap. In a more technological approach,radiofrequency identification (RFID) technology may be implemented toidentify players. In this embodiment, players wear an RFID chip or tagthat has been tuned to respond only at very close range. Thus, when aplayer is in the vicinity of a module, the module can identify theplayer, and associate activation of the touch sensor as having beendelivered by that player.

Some embodiments of the method of playing the game include distributingthe game modules to locations within a game play area that are spacedapart sufficiently that a player touching a module needs to physicallymove in order to touch a next module in the sequential series. Thisparticular embodiment is consistent with the “smart game” aspect of theinvention which is designed to encourage the integration of physicalactivity into playing the game. Further, the distribution of modules canbe a major factor in determining the character of the game and theinterest and excitement it can generate. The game may be played indoorsor outdoors, or in a setting that includes both indoor and outdoorspace. Indoors, the game may be played in a single room, in multiplerooms, even on multiple floors. Modules may be placed anywhere withinreach of the players, for example, on the floor, or on a wall or a pieceof furniture, or under furniture. In some embodiments, the modules maybe placed such that they are hidden from plain sight, in which casesplayers may need to rely on sounds being used as a notifier element.

Some embodiments of the method of playing the game include varying thedistance by which modules are spaced apart. Increasing the distance bywhich the modules are separated may increase the difficulty of the gameor increase the level of physical activity associated with playing thegame. Varying difficulty may also be accomplished by varying the rate atwhich the controller drives the game rate, as summarized below. Varyingthe difficulty of a game is applicable to games according to theparticular rules of the games, some of which are provided as examples inthe description below. Varying difficulty is an option that players mayexercise at their discretion, as they become individually orcollectively better at a particular game, in order to maintain theirinterest, and to become still better players. Further, increasing gamedifficulty tends to separate out competing players by their skill level,while playing at low levels of difficulty players may be closely packedin terms of score or time.

Some embodiments of the method of playing the game include calculating ascore of the game, either for an individual player or for teams thatinclude a plurality of players. Calculating a score may depend onfeedback received by the system during game play, such as elapsed timedata. In some embodiments, for example, calculating a score of the gameis based at least in part on the elapsed time that a player requires tocomplete a progression through the sequential series of game modules.Game scoring may include other countless considerations according togame logic of particular games. For example, a game may specify that aparticular module is “hot”, and should not be touched; and in the eventit is touched, there is a negative score consequence.

Some embodiments of the method of playing the game include varying arate at which the controller drives the game. Varying the rate at whichthe controller drives the game may include, for example, limiting aduration of time allowed between touching a module and touching the nextmodule in the sequence such that if the next module is not touchedwithin such duration there is a consequence to a game score. In otherembodiments, varying the rate at which the game is driven may bereflected in sounds emitted by modules, for example, a ticking bomb (asin the “Bomb Squad” game in the example), may tick louder or faster, ora flashing light may change color from yellow to red, or begin flashingat a faster rate. In some embodiments, varying a rate at which thecontroller drives the game is based on feedback from touch sensor to thecontroller during the game. For example, if the system detects thatplayers are recording fast times between modules, the time limit betweenmodules may be shortened. In some embodiments, discretionary input bythe players or a person supervising the game may be used to vary thatrate at which the controller drives the game.

Some embodiments of the method of playing the game include playing musicaccording to the game logic. In some embodiments, playing music iscoordinated with activating the notifier element, and in someembodiments, playing music is coordinated with transmitting the signalin response to sensing the touch. In some embodiments, the music playedis more integral to the game, rather than being an enhancement to thegame. For example, as a game round progresses from module to module, anincreasing number of notes of a familiar song are played, starting forexample with two or three notes, and increasing the notes until the songbecomes recognizable. The more quickly the round is played, and thebetter and quicker a player is at recognizing the song portion, thesooner the player can identify the song. Recognizing the song concludesthe round, the shorter the time, the better the score. This game, thusbrings a “name that tune” type of skill into the game play as astrength, in addition to the underlying module-to-module quickness as aplay factor.

Some embodiments of the method of playing the game include transmittingdata from the game to a remote server for recordation. Some of theseembodiments may further include displaying the game data on a web page.Some embodiments include determining comparative data based at least inpart on the transmitted data, and in part on historical data, as forexample data from the same player or data from other players. Thesecomparative data may also be displayed on a web page.

Some embodiments of the method of playing the game include registering agame player as an individual or registering a team such that game playdata may be recorded as a record associated with the individual playeror team. In some embodiments, registering a game player or team includestransmitting data to a remote server, and some embodiments includestoring any of registration data or game play data in a memory of alocal computer.

BRIEF DESCRIPTION OF THE FIGURES

FIG. 1 shows a game module with various features such as indicatorlights, a touch sensor, a speaker, and a projector.

FIG. 2 shows a hub game module and several client game modulesdistributed for game play; the hub module in wireless communication witha computer controller, the hub module in wireless communication with theclient modules, and the computer in wireless internet-basedcommunication with a remote server.

FIG. 3 shows a schematic distribution of game modules and an exemplarypath which a player would follow from one module to the next.

FIGS. 4A-4D provide several views of ways in which a player may contactthe module to activate its touch sensor. FIG. 4A shows a player touchinga module by bending down.

FIG. 4B shows a player diving for a module and making a hand touch.

FIG. 4C shows a player making a hit on a module by stepping on it.

FIG. 4D shows a player touching a wall-mounted module.

FIG. 5 shows a set of game modules that have been placed in a chargingdock.

DETAILED DESCRIPTION OF THE INVENTION

The game described herein is a so-called “smart game” that is directedtoward promoting physical activity in a socialized context asappropriate for adolescents in the range of approximately 11-14 years ofage. The invention is described below; exemplary games are providedbelow, and aspects of the inventive system and game are depicted inFIGS. 1-5.

The inventive physical activity-promoting game system utilizes aplurality of networked game modules. Each module may include one or morelights, a touch sensor, telemetry for sending and/or receivinginformation to another module, and a rugged but compliant outer surface.The touch sensors may be activatable from specific marked locations onthe surface of the module, or the touch sensor may be responsive to atouch anywhere on the surface of the module. The sensitivity of thesensors may be adjustable, as may be appropriate for different games ordifferent age groups, or different game playing styles. Touch sensors ofany conventional type may be included within embodiments of theinvention, such as sensors that are responsive to a change incapacitance or resistance, sensitive to infrared radiation, sensitive toa surface acoustic wave, or sensitive to a piezo-electric effect.

The physical activity-promoting game system includes a programmablecontroller in the form of computer, with which the modules may be incommunication directly or by way of a hub module. In some embodiments,some aspects of program control may be distributed into the hub module.The controller, either configured within a computer or a hub module, mayinclude a user interface, in the form of a touch-screen, by way ofexample, for receiving or transmitting instructions and/or information.In some variations, the module controller is a module that is configuredto act as the “master” module, and the other modules are “slave” or“client” modules that are under control of the “master” module.

One or more modules may include a speaker, the audio output of thespeaker being under the control of a programmable controller, andenabled to receive input from a digital music player, as transmittedover the internet, or as transmitted by any means.

Typical embodiments of the physical activity-promoting game of thepresent invention may include a set of several game modules. In oneembodiment, a module is a hemispherical or domed, flat-bottom siliconplastic device that has one or more touch sensors and is in electroniccommunication with the other modules. Particulars of the shape of themodule, however, are not critical to the function of the modules, andthey may be of any reasonable shape that allows the game to be playedwithout hindering aspects of the game, or being hazardous to players.Although electronic communication may be provided by direct electricalconnections, in some typical embodiments of the invention wirelesscommunication, such as Bluetooth or other radiofrequencies, connects themodules in a network. Wireless communication provides the advantage ofallowing the modules to be distributed easily, without entanglement ofconnecting wires. A game set may include five modules, merely by way ofexample, but embodiments of the game may include fewer or more than fivemodules.

In some embodiments, the connected or networked modules are configuredinto a system with a main module that serves as a hub for one or moreslave, client, or ancillary modules. The hub module functions as awireless router, interfacing between the client modules and a computerthat handles processing and includes displays that are informative offunction and control options, and further provides internetconnectivity. In some embodiments of the invention, a computer operatingsystem (Linux-based, for example), memory, processing capability,software running ability, and display functionality may be includedwithin the hub itself. Accordingly, depending on the balance ofprocessing, software handling, and display capabilities between acomputer and a hub, the hub may serve as the primary user interface. Ahub module also may serve as a charging station for the client modules.In some embodiments, the hub and client modules are stored in aconnected configuration that maintains the charge in batteries withinthe client modules.

A hub module within the game set, for example, may include a speakerthat plays music that is transmitted to it from a local music player.The music player in various embodiments may be connected to the mainmodule by wires, or it may be a music player configured for wirelesscommunication, such as an iPod or any other suitable music player. Byway of the music player, participants in the game may use any music oftheir choosing. In still other embodiments, the music player is notseparate from the main module, but instead fully integrated within it,or alternatively, operably attached to the main module, the moduleacting as a port for the music player.

A user interface may also be included in the system; it may be includedin the main module, or it may be separate and freestanding. The userinterface provides a means by which to select the operational mode ofthe system (examples provided below), and to allow input of rules orselection of variables by which operational modes may proceed.Additionally, the user interface allows users to make music selectionsor vary the operation of the lights on the modules.

Modules may be powered by any appropriate source, including batterypower or direct power as provided from an external source. Modulestypically include a rechargeable battery. A module battery can berecharged individually, or a set of modules can be charged in a chargingdock. In still other embodiments, the hub module itself may beconfigured as a charging station that can be electrically connected toclient modules for charging the client modules. In other embodiments,the ancillary modules may also have their own speakers. In somevariations, modules include lights for decorative effect or tocoordinately flash with the beat of music being played. Any suitablelighting system is within the scope of the invention; one particularembodiment makes use of multi-colored light-emitting diodes (LEDS),which may be battery-powered or powered by solar-powered units builtinto the modules. In some embodiments, instead of, or in addition tolights, the modules may include video screens that play video or flashor project images in coordination with played music. Images may also beprojected within the device itself. Embodiments that include a videoplayer typically include standard programmed images, but are furtherconfigured to be able to import other images from an image filetransmitting source.

Modules may communicate with each other and/or with the modulecontroller by any appropriate method, including wired and wirelesssystems. For example, modules may be in wireless communication with eachother, with the main module serving as a connectivity hub. The audiosystem and lights (LEDs) may be under coordinated and programmablecontrol by a controller, and further responsive to external input by wayof touch-sensitive sensors on each game module. In typical embodimentsof a game, lights are displayed in a sequence, from module to module.This sequence of lights represents the path that a game player follows,touching each module as it is lit in a sequence. The touch-sensitivesensors are configured to convey signals in response to being touched,and such signals are received by the controller and feed into regulatingor controlling the sequence in which lights are displayed on themodules.

The modules may be durable and waterproof. In some variations, the baseis sufficiently adhesive to stick to the floor or wall, or any flatsurface, but also sufficiently non-adhesive that it can be pulled awaywhen the game is done. The weakly-adhesive feature of the modules may becreated through the use of approaches well-known in the art; for exampleby using weak adhesives as provided by 3M Corporation in their Post-ItNotes® or, by using hook and loop paired fastening surfaces such asVelcro®, or through suction cups located at the bottom of the units.

Game modules can easily be stored, for example, by hanging them on awall. To set up the game, modules may be distributed to sites within agame play area, which can be either inside or out of doors. Thus,modules may be configured to be very rugged and weatherproof, allowing aplay area to be set up in almost any environment that is accessible andsafe for play, such as in a park, in the snow, or on a beach. Ruggednessand weatherproofing may be imparted variously by way of methods andmaterials well-known in the art. For example, plastics used may berendered with appropriate levels of thickness, edges can be rounded,joints may be minimized and when necessarily present, be tightly-sealed.Internal electrical components within the module can be protected fromphysical disturbance by being well seated, isolated from contact withother components, and provided insulation and shock absorbing features.In another embodiment, the device itself may be created from soft,flexible materials that can include silicone.

The game system may also include a charging dock, separate from the hubmodule, which can accommodate a plurality of modules. A typical chargingdock may accommodate five modules, merely by way of example, but someembodiments of the charging dock may include fewer docking connections,while other embodiments may include more.

The invention may include web-based connectivity to an onlineapplication. Typically, players who engage the online aspect of the gamesystem register with the system with a game name and a password. Byconnecting to a web page, players can enter and track their owngame-associated statistics, and such statistics can be clustered intogroups or rankings for comparison. The online application can providegames and rules for players, as well as deliver software and firmwareupdates to the modules or a computer within the module network. Theonline application can also generally create an easily accessibleenvironment that fosters community among the players collectively andsupports creativity and a sense of individual presence for individualplayers.

The games that may be played with the game system described herein maybe considered “smart games” in that they promote physical activity ofthe players. Physical activity is considered to be an effective means ofcountering childhood obesity. It is believed that habits and attitudesengendered by playing the game will help cultivate a lifestyle thatembraces physical activity as a way of having fun and engenders a senseof well being. These games are characterized by various features thatmay encourage the incorporation of physical activity into daily activityby virtue of the accessibility of the game and the positive associationbetween enjoyment of the game and the enjoyment of activity that comeswith the game. For example, the game system is simple, thereby makingthe game accessible and affordable. Game components are portable, andcan be battery-operated so an electrical outlet is not necessary. Adultsupervision is not necessary because of the game's basic safeness andsimplicity. Without adult supervision, adolescents feel freer, lessinhibited, develop a greater sense of independence, and can takeownership of the game and pride in their accomplishment.

As noted in the summary, embodiments of the invention provide methods ofplaying a physically-active game according to a set of rules of a gameprogram, some examples of which are provided below. While the games varyin their specifics, they have a common thread which includes moving fromone networked game module to next in a sequence prescribed by the game,touching the module, and moving on. In some embodiments of game play, amodule may need to be touched, and then the player moves back to a homebase (typically, the hub module), and then the player moves on to thenext module in sequence. In most embodiments of game play, the movingstep is a literal one; according to the method of playing the game,modules must be placed far enough apart that game players need tophysically move from one location to another. Generally, modules are notplaced close enough together that they can be touched without taking atleast one step.

These general rules, however, are not meant to exclude players withphysical handicaps who nevertheless have self-mobility, and indeed, gamerules are readily modifiable to suit players of any level of physicalability. For those players who may be wheelchair-bound, for example,movement means moving the wheelchair for a distance greater than anarm's length, or about a full rotation of a wheel of the chair. Forplayers who rely on crutches, canes, or a walker, movement meanscovering a distance of at least one stride by whatever manner the playermoves. For players whose physical disabilities preclude moving anysignificant distance, modules may be placed within their arm's reach.The underlying principle is that the game is modifiable to beappropriate for all players, while encouraging physical activity withintheir means.

The games are also easily modified and can thus fit into a large varietyof contexts, as defined either by local culture, norms of behavior, orage group. Modifications and variations come from the variety of musicthat can be selected to fit the preferences of the players, and fromvariations in the rules. Although the game system, as played in itsvarious operating modes, may be played by several players, for examplein a range of three to a dozen players, in some instances games may beplayed by a solo player or by many players, the upper limit often beingconstrained by the bounds of the game area. The LED lights may alsoallow games to be played in the dim light of evening or in the dark.

The game system is particularly appropriate for adolescents who are intransition individually and at various stages collectively in theirsocial and athletic development. Games played with the game system maybe highly competitive or played simply for fun. As mentioned above,games may be played by a solo player playing against the clock forexample, or played simply for pleasure or practice. In some types ofgames, teams may be formed and scoring systems applied, or relays may beformed, as for example in the Game Mode. The game system is well suitedfor parties of any occasion, birthdays, or holidays, for sleepoverparties, or family events. Further, while the game is generally designedto appeal to adolescents, people of any age may participate, as in thefamily event example.

The game modules may be configured to play in various operational modesthat support related games. Some game parameters are common to one ormore operational modes; for example, play in various modes can progressthrough increasing levels of difficulty such that greater speed andagility are required. Games may be played in a number of rounds,according the specifics of the game. Rounds may be determined prior toinitiating the game, and may be essentially repetitions of the samebasic rules, rounds can be defined by the players participating in theparticular round, and rounds may be used as points at which ruleschange, such as scoring rules, or the level of difficulty changes.

Degree of difficulty may be increased by quickening the rate at whichthe modules need to be touched by the player (as driven by thecontroller), or by increasing the distance between the modules, or bymodifying the duration of light, sound or projection emanating from thenext module in sequence to be touched. For example, a game rule may beintroduced that a maximum of some unit of time (8 seconds, for example)is allowed between module touches. If that time limit is exceeded, ascore penalty may be assessed. In some game embodiments, the distancebetween modules can be distributed into different level of difficultycategories. Strictly for example and without limitation regardingabsolute distances, a low difficulty level can indicate an averagedistance of 8 feet between modules, a moderate difficulty level canindicate an average of 16 feet between modules, and high level ofdifficulty can indicate an average of 24 feet between modules.

Networked game modules may also be “active” even when they are not beingactively used in a game, as exemplified in the “at ease” mode describedbelow. Some exemplary operational modes and particular games aredescribed briefly in the following section.

Exemplary Games and Modes in Which Games may be Played

Dance Mode: In this mode, the modules light up so as to direct a playerto touch the module with his or her feet or hands (or any body part) soas to be incorporated into a series of dance moves. This game embodimentmay use a digital music player included in the system. Musicalselections may be made the players before the game is initiated. As thegame progresses, the level of difficulty increases in terms of the tempoof the music, and the complexity of the sequences in which the moduleslight up.

Race Mode: In this mode, a player follows a sequence of modules as theylight up, with a series of physical touches to the modules that mimicthe lighting sequence. The focus in this game is on speed of the playermoving through the sequence.

Squish Mode: This game focuses on a variation in the light indication ofthe next module to touch in that the light is on for only a short amountof time, regardless of how soon the player arrives at the module. Inthis mode, the goal of the player is to touch or “squish” the gamemodule while it is glowing with a sufficient required level of forcebefore the light fades away on its own time course, and then move ontothe next glowing module. The level of difficulty can be increased byincreasing the distance between the modules as they are placed in thegame area.

Obstacle Course: The game modules allow players to make their own rulesand design their own obstacle course to race against each other. Forexample, one game module may be placed at the top of the stairs, onebehind the couch, one in the kitchen, and one under the table. In someembodiments, game players can be handicapped with respect to each other.For example, in the first round of the game players have an even startand the results are translated into a handicap. In following rounds,players are held at the starting line for a period of time according totheir handicap, so that the faster players of round one start later thanthe slower players. At the conclusion of a match, players can check outtheir scores and see the progress on a web-based activity page.

Bomb Squad: In this game, the players are part of the bomb squad. In afirst round, one player hides the pods around the house and secondplayer has to find them before they undergo a simulated “blow up”, asmay-be indicated by sound and light effects. In a second round, theroles can be reversed; the second player hides the game modules and thefirst player tries to find them before they “blow up”. For game scoringpurposes, a greater distance between the game modules yields a highernumber of points. Further, a negative scoring consequence results from aplayer not touching a module soon enough, such that it “blows up”. Suchblowing up, of course, is entirely figurative, and may be supported bysound and light effects emanating from the module. Scores are recordedon a web-based activity page, and players can compare their scores toeach other, and track their own progress from game to game.

Text Course: In this game, the modules are configured as three-lettertexting keys as on a keypad. Players can type out text messages to otherplayers by texting methods, such as taping pod 4 once for “G”, twice for“H” and three times for “I”. Points are accumulated according to howmuch text is delivered in a particular time frame, and the score can beamplified according to the distance between modules. In other modes, thegame is un-scored and the goal is to communicate messages to otherplayers.

Remember the Sequence: In this game, the correct sequence in which themodules are to be touched is played at the outset of a round, evenbefore a player starts his sequential module touching course. This gamethus adds a memory or recall challenge to the game play, as the playerneeds to remember the sequence while running the module course.

Name that Tune: In this game, as already described above, as a gameround progresses from module to module, an increasing number of notes ofa familiar song are played, starting for example with two or threenotes, and increasing the notes until the song becomes recognizable.Players compete on the basis of the quickness of their progressionthrough the module sequence as well as their skill at recognizing thesong. This game, like “Remember the Sequence” includes a form of mentalchallenge in addition to the more physical challenge posed by navigatingmovement through the course of modules in sequence.

Free Play Mode: In this mode, the modules can be used to play game thatemulates a traditional game, such as softball, kickball, or whiffleball. For example, in a variation of softball, the module can be used asa base which glows when a player arrives safely at the base.

Return to Home Base Mode: This is a mode that can be applied to manygames as an option, or as integral to the game. In this mode, thesequential course of module to be run included a return to a home baseafter each new module is touched in the sequence.

At Ease Mode: This is a mode for the modules when they are not in anactive game mode. In this mode, the modules may be in the charging dock,or they may be free standing as long as they have sufficient power tooperate. In this mode, the modules may be playing music, or they may bedecoratively flashing their LEDs in a programmed pattern to provide alight show, or the lights may be put into a still or slowly movingpattern to provide ambient light. The LEDs may either operateindependently of music, or in a manner coordinated with it, as happensin the Dance Mode. Typically, the modules may be placed in an “At Ease”Mode when they are connected to a charging dock, as for example, whilethey hang on a wall in a child's room.

Blind Man's Bluff: In this game, a version of the traditional ‘blindman's bluff”, a player is blindfolded and has to walk through a “minefield” of modules. As the player nears the modules, the modules emitsound. If you step on one it makes a loud noise. Winning the round meansthat the player got through the field without stepping on a module.

Aspects of the inventive game and method of game play are depicted inexemplary FIGS. 1-5. FIG. 1 shows a game module, more particularly a hubmodule 21 with various features such as indicator lights 27, a touchsensor 25, a speaker 31, and an image projector 33. Typical embodimentsof a client module have at least indicator lights and a touch sensor,but may have other features as well. The indicator lights are typicallyLEDs which are advantageous for their low cost, low power use,robustness, and easy replacement if necessary. A module may include oneor more lights; the lights may be electrically configured to light up inunison, or they may be programmed to light up in a sequence, or they maybe individually controllable by the controller, per rules of the gamebeing run by the controller. A game module must have at least one touchsensor, but may have more than one. Typically, the touch sensor islocated in the central portion of the upper surface module for easytouching accessibility, but may be placed anywhere on an upper surfaceof the module. A client module can be very similar in appearance to theillustrated hub module, but it may have fewer features.

FIG. 2 shows a hub game module 21 and several client game modules 22distributed for game play. The hub module is in wireless communicationwith a computer controller 12, the hub module 21 is in wirelesscommunication with each of the client modules 22, and the computer inwireless internet 41 based communication with a remote server 43. Thewireless communication, which goes both ways, is represented by zaplines. The placement of the modules is a figurative example of manypossibilities, as described above. The arrow indicates a sequence inwhich the modules could be activated by a notifier element, andaccordingly, represents the path that a player would run during thecourse of a round of the game with the modules activating by thissequence. In this particular sequence, for example, a client module 22is activated first, then the hub module 21, and then a series of clientmodules 22.

FIG. 3 shows a schematic distribution of game modules, including a hubmodule 21 and client modules 22 and an exemplary path that a game playerwould follow from one module to the next during a segment of game play.The distribution of game modules is entirely at the discretion of theplayers, and any location within the reach of all players isappropriate. Modules may be placed on a wall, for example, if they havean attachment or adhesive feature on their lower surface, but to befair, the modules should be placed within reach of the shortest player.Any physical disabilities of players should also be taken into accountwhen selecting game modes. The distribution pattern of the game modulesis a factor in the degree of difficulty of the game, in general, a morewidely distributed set of modules increases exertion in the game as domodes with potentially longer sequences of module activation (such asthe ‘Name That Tune’ mode or ‘Remember The Sequence’ mode). Distributionpattern can be coupled with time-biased scoring as well, where negativeeffects on scoring can be computed based on a time limit factor appliedto individual legs of the sequence.

FIGS. 4A-4B provides several views of the game modules 22 and a player17 who may be seen touching a module by bending down (FIG. 4A), divingfor a module and making a hand touch (FIG. 4B), making a hit on a moduleby stepping on it (FIG. 4C), and touching a wall-mounted module (FIG.4D). This figure depicts aspects of the action of the game as well asthe generally robust construction of the modules such that they canwithstand hard touches, being stepped on, and being moved repeatedly insome modes.

FIG. 5 shows a set of game modules, including a including a hub module21 and client modules 22, that have been placed in a charging dock 35,which is connected to a power outlet. The charging dock also generallyserves as a storage container for the modules even when the dock is notconnected to a power source. The configuration shown in FIG. 5 is anexample, the configuration may be of any form, but generallyadvantageous features include compactness and durability. The modulesneed not be positioned on the same level; they may also be stacked. Someembodiments of the charging station have a handle, or include a cover ora case, such components being advantageous for storage in a closet, forexample, as well as being advantageous in providing a portable carryingcase. Still further embodiments may be adapted for mounting on a wall.The advantage of this configuration includes not using floor space.Further, in some embodiments of the mode of operation, as in the “AtEase” described above, the modules may provide a background form ofentertainment or ambience if they are put into a light show or projectortype of operation. Further, inasmuch as they include a music player andspeakers, they can be used as a music source.

Unless defined otherwise, all technical terms used herein have the samemeanings as commonly understood by one of ordinary skill in the art ofgame and networking technologies. Specific methods, devices, andmaterials may be described in this application, but any methods andmaterials similar or equivalent to those described herein can be used inthe practice of the present invention. While embodiments of theinvention have been described in some detail and by way of exemplaryillustrations, such illustration is for purposes of clarity ofunderstanding only, and is not intended to be limiting. Various termshave been used in the description to convey an understanding of theinvention; it will be understood that the meaning of these various termsextends to common linguistic or grammatical variations or forms thereof.It will also be understood that when terminology referring to devices orequipment, or common names, that these terms or names are provided ascontemporary examples, and the invention is not limited by such literalscope. Terminology that is introduced at a later date that may bereasonably understood as a derivative of a contemporary term ordesignating of a hierarchal subset embraced by a contemporary term willbe understood as having been described by the now contemporaryterminology. Further, while some theoretical considerations have beenadvanced in furtherance of providing an understanding of the invention,such as the therapeutic effectiveness of physical activity in counteringobesity, the claims to the invention are not bound by such theory.Moreover, any one or more features of any embodiment of the inventioncan be combined with any one or more other features of any otherembodiment of the invention, without departing from the scope of theinvention. Still further, it should be understood that the invention isnot limited to the embodiments that have been set forth for purposes ofexemplification, but is to be defined only by a fair reading of claimsthat are appended to the patent application, including the full range ofequivalency to which each element thereof is entitled.

1. A system for playing a physically-active game comprising: a set ofnetworked game modules including a hub module and one or more clientmodules, the hub module and each client module in mutual communication,each module comprising one or more next-in-sequence notifiers and one ormore touch sensors configured to emit a signal in response to a touch;and a programmable controller configured to: (a) control progression ofthe game through a sequential series of the networked game modules, froma preceding module to a next module according to a game logic, (b)receive input from the one or more touch sensors, and (c) activate thenext-in-sequence notifier of the next module when touch sensor inputfrom the preceding module is received, in accordance with the sequentialseries.
 2. The system of claim 1, wherein the networked game modules arenetworked wirelessly.
 3. The system of claim 1, wherein thenext-in-sequence notifier comprises one or more lights.
 4. The system ofclaim 1, wherein the next-in-sequence notifier comprises one or soundemitters.
 5. The system of claim 1, wherein the next-in-sequencenotifier comprises an image projector.
 6. The system of claim 1, whereinthe one or more touch sensors comprise any one or more of a capacitancetouch switch, resistance touch switch, an infrared sensitive switch, asurface acoustic wave sensitive switch, or a piezo electric effectsensitive switch.
 7. The system of claim 1, wherein the controller isconfigured to feed touch sensor input back into the game.
 8. The systemof claim 1, further comprising an audio speaker on at least one of thegame modules, the controller of the system being configured to controlaudio output from the speaker according to a game logic.
 9. The systemof claim 1, further comprising a digital music player configured to becontrollable by the controller in a manner according to the game logic.10. The system of claim 9, wherein the digital music player and thespeaker are included in the hub module.
 11. The system of claim 1,further comprising an image projector on at least one of the gamemodules, the controller of the system being configured to control animage output from the projector in a manner according to the game logic.12. The system of claim 11, wherein the image projector is included inthe hub module.
 13. The system of claim 1, further comprising aconnection to the internet.
 14. The system of claim 13 wherein thecontroller is configured to receive input through the internetconnection that relates to executing the game logic.
 15. The system ofclaim 13 wherein the controller is configured to transmit data relatingto the game from the system through the internet connection to a remoteserver.
 16. The system of claim 1 further comprising a sequencegenerator program operable by the controller, the sequence generatoradapted to determine the sequence of modules to be activated in a game.17. The system of claim 1 further comprising a timer adapted to recordelapsed time between receipt of touch sensor input from sequentialmodules in the series.
 18. A method of playing a physically-active gamewith a game system, the method comprising: activating a notifier elementdisposed in a game module of a set of networked game modules, suchactivation providing notice that the module hosting the notifier elementis a correct module to touch in a sequential series of game modules tobe touched according to a game logic; sensing a touch made on themodule; transmitting a signal in response to sensing the touch from themodule to a controller; and incorporating the signal as feedback intoplaying the game.
 19. The method of claim 18 wherein the sequentialseries of modules includes a module more than once.
 20. The method ofclaim 18 wherein incorporating feedback comprises activating thenotifier element of another game module that is next in the sequentialseries of game modules to touch.
 21. The method of claim 20 whereinactivating the notifier element comprises emitting a sound from an audioelement.
 22. The method of claim 20 activating the notifier elementcomprises emitting light from a lighting element.
 23. The method ofclaim 20 activating the notifier element comprises projecting an imagefrom an image projector.
 24. The method of claim 18 whereinincorporating feedback comprises recording elapsed time between touchsensor signals transmitted by sequential modules within the series. 25.The method of claim 18 further comprising identifying each module of theset of networked game modules to the controller such that a signaltransmitted by a transmitting module is identifiable as havingoriginated from the transmitting module.
 26. The method of claim 18wherein the game is configured for single-player play.
 27. The method ofclaim 18 wherein is configured for multiple-player play.
 28. The methodof claim 18 further comprising distributing the game modules tolocations within a game play area that are spaced apart sufficientlythat a player touching a module needs to physically move in order totouch a next module in the sequential series.
 29. The method of claim 28further comprising varying the distance at which modules are spacedapart.
 30. The method of claim 18 further comprising calculating a scoreof the game.
 31. The method of claim 30 wherein calculating a score ofthe game is based at least in part on the elapsed time that a playerrequires to complete a progression through the sequential series of gamemodules.
 32. The method of claim 18 further comprising varying a rate atwhich the controller drives the game.
 33. The method of claim 32 whereinvarying a rate at which the controller drives the game compriseslimiting a duration of time allowed between touching a module andtouching the next module in the sequence such that if the next module isnot touched within such duration there is a consequence to a game score.34. The method of claim 32 wherein varying a rate at which thecontroller drives the game is based on feedback from touch sensor to thecontroller during the game.
 35. The method of claim 32 wherein varying arate at which the controller drives the game is based on discretionaryuser input.
 36. The method of claim 18 further comprising playing musicor tones according to the game logic.
 37. The method of claim 36 whereinplaying music or tones is coordinated with activating the notifierelement.
 38. The method of claim 36 wherein playing music or tones iscoordinated with transmitting the signal in response to sensing thetouch.
 39. The method of claim 18 further comprising transmitting datafrom the game to a remote server for recordation.
 40. The method ofclaim 39 further comprising transmitting data from the remote server byway of the internet such that it may be viewed as a web page in abrowser, on a cell phone, or on a personal digital assistant.
 41. Themethod of claim 39 further comprising determining comparative data basedat least in part on the transmitted data.
 42. The method of claim 41wherein transmitted data is compared to previous data from a playerand/or to data from one or more other players.
 43. The method of claim41 further comprising transmitting the comparative data from the remoteserver by way of the internet such that it may be viewed as a web pagein a browser, on a cell phone, or on a personal digital assistant. 44.The method of claim 18 further comprising registering a game player asan individual or as a member of a team such that game play data may berecorded as a record associated with the individual player or with theteam.
 45. The method of claim 44 wherein registering a game playercomprises transmitting data to a remote server.
 46. The method of claim18 further comprising storing any of individual player registrationdata, team data, or game play data in a memory of a local computer.